The DioField Chronicle has many ways for you to approach each scenario which is further enhanced by allowing you to equip your units with unique Skills depending on their Class. There are four Class Types in The DioField Chronicle, each with two Sub-Classes (except for Soldier, which has three), broadening your options to nine Classes total.
These Classes have access to a wide range of devastating Skills that can swing an encounter in your favor if appropriately executed. While all Skills are useful to some degree, some are a much better fit for specific Classes as they target what they specialize in and allow them to utilize their full potential in combat.
Best Soldier Skills
Despite what their Sub-Classes may imply, the Soldier Class is the Defensive Class of the bunch and excel at being up close and personal with the opposing forces, serving as your Unit's protection. As a result, their Skills revolve around setting up strategic pushes and finding unique ways to damage the enemy while keeping themselves and their allies safe.
Below, you will find the best Skills for the Dagger, Sword and Shield, and Axe Classes in The DioField Chronicle to help you maximize their potential, turning them into an unstoppable force on the battlefield!
Best Dagger Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Assassination |
Attack with a potency of 450. Landing a finishing blow with Assassination will reduce all cooldowns to 0s. |
450 Power |
8s |
20 EP |
Avatar Rush |
Attack with a potency of 350. When used on an enemy with HP at 25 percent or less, potency is increased to 700. |
350 Power |
5s |
20 EP |
Shadow Step |
Swiftly move behind your target and attack with a potency of 650. You will deal extra damage if your target currently has a debuff or ailment. |
650 Power |
20s |
35 EP |
Best Sword And Shield Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Phantom Sword |
Attack with a potency of 450 and apply the Weakness debuff on your target. Enemy Cavalier Units receive extra damage. |
450 Power |
20s |
40 EP |
Roundhouse Slash |
Attack with a potency of 250 and apply the Provoke debuff on your target. |
250 Power |
5s |
20 EP |
Shield Bash |
Attack with a potency of 200 and apply the Stun debuff on your target. |
200 Power |
8s |
25 EP |
Best Axe Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Axe of Grace |
Attack with a potency of 400 and receive the same amount of HP back on hit. Apply the Provoke debuff on enemies. |
400 Power |
5s |
25 EP |
Deadly Chaser |
Attack with a potency of 650. Enchanted Beasts receive extra damage. |
650 Power |
20s |
40 EP |
Heavy Smash |
Attack with a potency of 350 before traveling to your target's location. The lower your HP, the higher the attack's potency will be. |
350 Power |
8s |
25 EP |
Best Cavalier Skills
Cavelier's are one of the best Offensive Classes in The DioField Chronicle. Their excellent movement makes them agile on the battlefield, allowing them to get close to their opponent and create space whenever needed. Cavelier's main gimmick is that they can displace enemy units, allowing them to place them in poor situations.
The Lance and Claws Sub-Classes make up the Cavelier Class, so let us go over how you can turn both of them into a formidable force to run into in combat!
Best Lance Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Full Frontal Assault |
Charge forward, attacking with 250 potency to all enemies in your pathing. |
250 Power |
5s |
15 EP |
Lance Strike |
Attack with a potency of 450 to all enemy units in the area. Enemy Sharpshooter Units receive extra damage. |
450 Power |
20s |
35 EP |
Vicious Swing |
Charge forward, attacking with 200 potency to all enemies in your pathing. Enemy Units will be knocked in front of you on contact, pushing them away from the area. |
200 Power |
8s |
25 EP |
Best Claws Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Cyclone |
Attack with a potency of 450 to all enemies in the area. |
450 Power |
20s |
40 EP |
Flame Assault |
Charge forward, attacking with 250 potency to all enemies in your pathing. As you charge forward, you will set the ground ablaze, inflicting the Burn debuff on anyone it touches. |
250 Power |
8s |
20 EP |
Wings of the Storm |
Attack with a potency of 200 and attract enemy units to the middle of the marked area. |
200 Power |
10s |
30 EP |
Best Magicker Skills
Perhaps the most powerful Class in The DioField Chronicle is the Magicker, which acts as a Support and Offensive Class, dealing devastating amounts of damage that cover a large area of effect with the ability to keep all units on the field alive. Furthermore, they can cast various debuffs and ailments on enemy units and remove them from friendly units, giving you a considerable advantage in battle.
Magicker consists of the Staff and Wand Sub-Classes, so let's look at what makes them such a dominant force on the battlefield and how you can make them even more formidable!
Best Staff Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Ignition |
Cast an area of effect at a selected location that grants ally Units within it the Rapidity buff. Rapidity raises auto attack, cooldown, and movement speed by 50 percent for 20s. |
N/A |
10s |
30 EP |
Magical Force |
Attack with a potency of 450. Enemy Soldier Units receive extra damage. |
450 Power |
20s |
35 EP |
Pandemic |
Attack with a potency of 200. If your target currently has a debuff or status effect, it will spread to all other enemy Units in the area. |
200 Power |
8s |
25 EP |
Best Wand Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Frenzied Soul |
Attack with a potency of 400 to all enemies in the area. Part of your total damage dealt will be converted into HP for all ally Units in the area. |
400 Power |
20s |
45 EP |
Lightning Rod |
Place an electrically charged rod in the ground at a specified area that periodically damages all enemies in the area with a potency of 150. Slight chance to apply the Stun debuff on enemies. |
150 Power |
15s |
30 EP |
Sanctuary |
Cast an area of effect at a selected location that restores all ally Unit's HP within it over a period of time. |
N/A |
15s |
35 EP |
Best Sharpshooter Skills
Lastly, we have the Sharpshooter Class, your Ranged Offensive option, allowing you to deal considerable damage from a safe distance. Sharpshooters thrive when far away from their opponent and have several movement hindering Skills at their disposal to keep it that way. When utilized correctly, Sharpshooters can deal immense damage and give you the upper hand by slowing or keeping enemies in place.
The Bow and Firearm Sub-Classes will make up the Sharpshooter Class. So, without further ado, let's see what makes them click and how to build them properly to extract their true potential from their gameplay.
Best Bow Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Concentrated Volley |
Attack with a potency of 600. Enemy Magicker Units receive extra damage. |
600 Power |
20s |
35 EP |
Stun Shot |
Attack with a potency of 150. Apply the Stun debuff on enemies. |
150 Power |
10s |
30 EP |
Trap Caster |
Place a trap at a specified area that triggers and explodes when an enemy unit passes over it. Damage potency scales alongside your cooldown timer, increasing with each tick of the timer. |
300 Power |
10s |
20 EP |
Best Firearm Skills
Skill |
Description |
Potency |
Cooldown |
Required EP |
---|---|---|---|---|
Chain Shot |
Attack with a ricocheting shot with a potency of 400 that travels from one enemy Unity to another in the specified area. Apply the Weakness debuff on enemies. |
400 Power |
12s |
35 EP |
Chaos Cluster |
Attack with a potency of 350. You will apply one of the following status effects on your target: Burn, Delay, Poison, and Stun. |
350 Power |
10s |
35 EP |
Railgun |
Attack with a potency of 250 to all enemies in the area. Attack potency increases when there are more enemies in the area. |
250 Power |
8s |
25 EP |